Station C3 - Sci-fi Environment (WIP)

Hi,

I’m working on this modular environment right now. It’s a commercial area / mall in a space station, somewhere in a near future (not very original I know…). I started concepting and sketching myself, but then saw some great stuff from Star Citizen and decided to use that as reference. I don’t want to make a copy of the reference, instead I want to use it as a starting point and create something of my own.
Most of the pieces are just placeholders at the moment.

I would like your opinions and suggestions.

At the moment its looking like this:


Concept/References/Sketches


Another small update. Testing materials.
I’ve been trying to learn Substance Painter and using it for materials. Still not sure if I’ll use it or just go back to photoshop…

Good start, I’ll be watching with interest. Keep at it! =)

Today’s update:
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Another update. Some modeling and texturing.

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Update:
I’m getting some strange artifacts when I take screenshots with the “High Resolution Screenshot” functionality in the editor, so I decided to use printscreen…




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Working on the elevators.
I’m not too sure about the design… let’s see how it looks with the materials.



I like the elevator design, I’m not sure about having the red accents in there though. It looks good as a smaller detail in the level but I feel like it might be a bit much on the elevator.
The groves in the elevator look good though.

Overall your level design is really coming together, looks real pro!

Update.
Still working on the elevators. I want the space to look dirty and poorly maintained.
Next I’m going to import them in unreal and see how they look.



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Will this be coming to the marketplace?

I’m not sure yet, but maybe. If this environment turns out nice I’ll probably submit it as a modular kit.

Last update for today (in UE4)




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And the video:

Its coming along pretty nicely, keep Substance Painter as there’s no other tool like it in my opinion. The ability to directly paint full PBR directly onto a mesh is like gold to 3D/Environment artists. although you may either reach or overlook a point that I came to when first modeling Sci Fi[which actually not that long ago]. For the most part painter is sort of limited to mostly larger shapes or at least that’s been my experience and I use basically the same alphas that are from 3D Art Resources. Smaller shapes look a bit too skewed usually and that was a huge hindrance for me also there’s currently no control or easy way of editing transforms and such.So I took the time to learn NDO and I guess I’d say same thing I said about painter in regards to how valuable it is, except NOD is more like platinum, plus if you’re already using Photoshop then you should be good to go. The screenshot here is just previous map with no real normalization applied. Correcting any undesired mistakes in the baked normal and height shapes is fairly easy as well. Also I did bake the initial normal map from a HP you can get away without doing that if you so desire. I’ve pretty much broken NDO several times over in order to uncover its secrets and best methods to get the most out of it. If you need any tips on getting started just let me know here on the Unreal Forums.

AND KEEP UP THE GREAT WORK!!!

I thought the elevator area would look cool with a carpet. I tried it and I didn’t like the result. At least with this texture… I’m going to change it.

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Hi gerbilho. I haven’t posted before but wanted to drop in and say I like what you’re doing here.

I actually quite like the carpet, but not where you have it in the scene at the moment. IMO with the walls being the colour they are it overloads on red hues.

Awesome work!!

Do you have any plans for the assets themselves when you’re done, as I can imagine a lot of people getting them from the marketplace (myself included!)

Good luck!

Thanks. You’re right about the carpet. I also had the idea of making a blue one, but I wanted to teste red first just to be sure.

Thanks. Yes it’s in my plans. If all goes well I’ll submit the assets to the marketplace.